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3 regen capture issues to chew on

by SATAN!!@# on 01/22/2008 04:00, 69 messages, last message: 04/08/2008 14:51, 28091 views, last view: 05/19/2024 00:01

A recent addition to Sauer, I've totally fallen in love with regen capture. My god, what a rockin great time it is to play that gametype!

Over the past month or so of playing, I've noticed 3 general issues that could be usefull to look at and think about addressing, to further polish the regen experience in Sauer. I notice that when a regen game is going on, that server is very often the most packed on the list. This makes me think it could be worth taking a peek at some of these ideas, make a popular aspect of Sauer shine:


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1. Flag cap radius can be "gamed" through walls.

Problem: On many (most perhaps) maps, there are a few flags whose capture radius reaches out beyond the boundaries of the room or area they are in. This results in players being able to capture or harass through walls, in ways that the map maker probably didnt intend.

My initial thought was that perhaps capture volums could be configurable by the map maker, either using different radius, or maybe something else entirely like a material volume. I realize, tho, that in the end, it works out best if the area is consistent, which means a radius around a point ends up being the best, straightforward solution.

Solution: For this issue, the work ends up being on the shoulders of the mapmakers, I think. If we assume that a consistent volume is best, then in the end flags just can't be placed in such a way that this volume reaches to unintended areas. It could be useful to maybe consider a revisiting of maps who have this problem.

However, a useful addition for mapmakers would be to show the radius of the capture area in the editor, perhaps using the same system that is used for lights. This way, map makers can clearly see if their flag fits an area.


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2. Some flags are placed near "thin" walls that results in players near the flag taking damage from explosions.

Problem: A number of maps have problem flags that are next to thin walls. Alamo, I think the map is called, is a good example of this. There is a flag right next to a wall, whose opposite face is perfectly situated to be hit by rockets from another nearby flag. A number of maps have some problem flags like this.

Solution: while it would be neat to see damage radius take geometry into account, my spidey sense says this might not happen. SO, it seems like the only real option here is for map makers to take this into account. Perhaps again here existing maps that show this problem could be given a cleanup pass on this front?


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3. The randomness of flag/weapon placement on some maps can result in imbalance at times.

Problem: The map face-capture is a great (and perhaps the best) example of this problem. Occasionally you will get a case where one side has rockets, and the other doesn't (I once played where one side had no rl, and the other had one up top, and another in back. Uffda!). When this happens, it can make for a slog, and doesn't make Sauer shine.

Solution: This is a toughie for me - I don't really understand how the semi-randomness works (on some maps, like face-capture, the weapons seem fully random. On others, like serenity, they seem rock-solid consistent). Perhaps map makers could be given tools to narrow down the randomness? Or, perhaps different modes of weapon selection could be present, such as "fully random" for non-mirrored maps, "mirrored random" for mirror maps, or somet hybrid?

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#1: ..

by SanHolo on 01/22/2008 09:02

Issue 1 and 2 have been a problem even in earlier versions.

You can capture a flag through walls, e.g. in face-capture, you can stand on the ledge outside the "room" in the tower and capture the flag. In fb-capture you can stand behind the lower building to capture the lower flag. And in that same map, when someone is capturing the flag on the platform (the one you reach through the teleporter), your enemies can simply shoot rockets at the platform from below and you'll die.

I think that generally, walls should stop the damage _and_ prevent captures.

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#2: #3

by JadeMatrix on 01/22/2008 13:58

As for #3, face-capture is an older map. Serenity, however, was made with the ammo specified, a feature in summer, I believe. The only problem I've ever seen with face-capture is that the rifle distance is hardcoded to cap off before you can snipe from one base to the other, while the rockets aren't.

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#3: ..

by scasd on 01/22/2008 20:11

yeah, the rifle cap off sucks but it prevents slower computers from being screwed by too much particles - only the particle trail should be capped or maybe fewer particles for the part of the trail that is far away (would be complicated to code)

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#4: Re: ..

by a`baby`rabbit on 01/22/2008 23:46, refers to #1

Issues 1&2 - imho its not a problem, sauer is a game with game physics (in reality you dont capture a flag by standing next to it either), and at the end of the day all good players should know how to take advantage of such features...

I do agree that the editor should show the capture radius.

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#5: ..

by Aardappel_ on 01/23/2008 02:14

issue 1 could be fixed I think, it be simple to perform a ray trace and see if whoever is adding points to the flag is direct LOS.

The same could be done with explosions, but that may be trickier, as it would give rise to certain situations where people would be unharmed when you don't expect them to. I think this feature is here to stay, and on some maps/modes it has tactical use.

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#6: Re: ..

by SanHolo on 01/23/2008 10:21, refers to #5

Yes, shooting someone "through" walls definitively has tactical use. I was thinking of the kids/n00bs, those poor ones! :D

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#7: another suggestion..

by ZuurKool on 01/23/2008 12:16

I have another suggestion.

Regen capture is a nice mode when well played, but seems to promote camping a bit too much IMO (like yoopers also said in another thread). Because when you stand at a base and start shooting your ammo is constantly being refilled now.

So how about not being able to shoot and regenerate at the same time?
I mean like this: you stand at a flag and regenerate. you see an enemy and start shooting. At this point you stop regenerating. When you stop shooting it takes 3 seconds before you start regenerating again.

This would prevent people from standing at a rocket or grenade base with endless ammo (which couldnt have been the intention of this mode anyway) and make you careful again not to waste any ammo. It would bring a slightly more tactical way of playing (which capture mode is all about), without losing the new fun of regen i think.
Thoughts?

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#8: Re: another suggestion..

by Pxtl on 01/23/2008 17:06, refers to #7

Doesn't the regen functionality break when another player has started capping? If so, there's what you do to stop the camper - run past the flag. Risky, but it helps.

As for the capture-radius issue, I think the better approach would be to have a graphical representation of the capture-zone, either as a particle-system or a faint-alpha model or something, so players can see where they can be to capture. Consistency makes for comprehensibility - either both the explosion and the capture should be fixed, or neither.

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#9: another solution versus camper

by scasd on 01/23/2008 23:48

to prevent camping it is enough to not regenerate armor and/or health at the bases i think - the map specific health/armor pickups have to be reactivated in this case.

for my opinion this would be better because it gives the mapmaker more possibilities to create tactical options in a map

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#10: Re: another suggestion..

by yoopers on 01/24/2008 00:47, refers to #8

You do indeed stop regenerating when another player nears the flag, but try getting close to a rocket flag with 5 people camping on it. ;]

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#11: Re: another suggestion..

by Aardappel_ on 01/24/2008 02:42, refers to #7

y'all forget that while camping is unsporty practise in ffa, in any team mode, camping is what makes a team mode have deeper strategy. Without places where team members want to camp, it makes it into another ffa.

The whole point about the older capture was that there was never any incentive to stick around a base after you'd capture it, so it ended up being a run from base to base ffa. Though spamming gunfire is not desirable, if it at least has the effect that bases that are yours are being kept for longer, and it becomes a place for other teammembers to grab resources, then that is an improvement. I don't see reducing the benefits as a good idea.

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#12: Re: another suggestion..

by yoopers on 01/24/2008 05:03, refers to #11

Aardappel, I agree that regen promotes a more flag-focused strategy, but to be frank, a majority of players don't employ much in the way of tactics, let alone strategy, and the result is that more advanced players can easily dominate...unless they get bored first.

I would count myself as a midrange player, but even I can sit at a base the entire map spamming people with rifle or rocket as they spawn, land near the top of the scoreboard, and still not really enjoy myself in the process because there's no challenge.

I think regen has great promise, but I think a few tweaks are needed to push it into a full-blown replacement for old-style capture. Namely, some game mechanic that pulls people out of their comfortable rocket base once in while.

And incidentally, although we're talking about regen, I'd just like to take the opportunity to thank you and the other developers for the hard work and churning releases. There's not many software projects that can keep to a schedule like you folks have done, let alone introduce meaningful new features with each release...for multiple platforms...with little to no resources...and a bunch of hecklers like me. ;] Kudos and thanks!

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#13: Re: another suggestion..

by SanHolo on 01/24/2008 10:57, refers to #12

Well, I guess it's up to the mapmaker to present a balanced and well-thought-out map. If you have a base on a plain where you get rifle rounds and can oversee the whole map, then of course that's not a good idea. But if you get shotgun shells there, you wont be able to score any points if you simply stay there...

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#14: ..

by scasd on 01/24/2008 16:24

yeah, I am thinking about placing shotgun bases everywhere so people reach every area in my map because there are no other items to make certain places interesting for players :P

In regen. capture you only have five items - the different bases - the spawnpoints and beamers doesnt really count. If you have as much bases as teammates in large maps like venice for example it makes me feel lost sometimes and the differences to ffa are small in that case.

If bases would only regenerate ammo and maybe armor you have to go sometimes and pick up health which should then be normally spawned - otherwhise you are dead very fast and cant defend any longer.

Enemies with 200 health/armor or quad damage are also hard to kill so it would be better you or your mates pick such items up. Powerups are primary destinations when the announcer introduces them while it is not worth camping at their spawn locations all the time. In short, large 16 player maps need more items with longer respawn delay or very low worth (e.g. small health packs) and not items which are always giving you anything.

Btw teamplay is not only a matter of camping together I think - it is more matter of giving cover and that is movement/item independent except that item makes you win. I never felt like being in ffa mode while in a capture match - playing together with newbys who are running around spastically makes me feel like being in ffa :P

Sauerbratens regen capture mode is the best game mode I ever played in a fps game. I migrated from the game Call Of Duty where a similar mode exists called "Capture Radio". The captured areas there only give you and your mates spawnpoints. No radio - no respawn - no living player and the game is lost. You have to get your health/ammo from another location but get spawned with some ammo and a chosen weapon. Sauerbratens normal capture mode is nearly identical except you cant get ammo or choose your primary weapon. This makes me very often go kamikaze with pistol/circular saw to get killed for ammo when it ran out.

To prevent this and make bases more interesting I would suggest a mixture between regen capture and normal capture mode where you can regenerate ammo at bases but have to go somewhere else for health and armor. It is not very nice to get spawned near a well defended enemy base so respawning only near own bases would be a nice feature for such a mode too.

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#15: RouletteRegen?

by yetanotherdemosthenescomputer on 01/24/2008 22:24

I think it would be interesting to have the bases shift ammo type. Say you capture a base and it gives you grenades, but then you lose it to the enemy. Now, it could be spawning bullets, or rockets, or any of them (including grenades again). Perhaps you could set these shifting bases to use any base with ammo type 7. It certainly would make symmetrical maps with one center flag more interesting.

Imagine a whole map where the tactical locations kept shifting every capture, not every map load. You'd fight much harder to defend the important flags, such as rocket-spawning flags.

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#16: Re: another suggestion..

by SATAN!!@# on 01/25/2008 01:36, refers to #11

-- Explosions through walls:
Aard mentioned that its probably here to stay, which is fully understandable. I think here, map makers need to just keep the issue in mind, so that standing next to a flag is safe from this issue.

-- Camping in Regen:
I actually think that current Regen works out great in this respect. It lets a team create an impromptu bunker at a flag they just captured. And, spamming ammo generally results in depletion for most weapons, I\\\'ve found.

Also, with coordinated effort, I\\\'ve never encountered a camped flag that couldnt be taken. Most times when this fails to happen, its due, I think, to people not focusing on the task together. As well, many times I\\\'ve realized that a better thing to do is to take advantage of a lot of the enemy being camped out at a flag by taken other less-well-defended flags, heh. All in all, I think this aspect of Regen is working great, and results in awesome gameplay.

-- In-game indication of capture radius:
Neat idea, but I personally have found for me that I feel like I get sufficient feedback as to where the radius edge is (blinking on radar, graphic bar starts changing, etc). I fully agree, tho, that the size of the cap area should be consistent.

-? Fixes to maps?
What\\\'s the process for updates to existing maps? Is this something that happens? I was thinking in terms of flag placement tweaks, etc, for a future release. Is this something that Sauer does, or instead do you guys tend to just let the existing maps be, and focus on new ones instead?

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#17: Re: another suggestion..

by Quin on 01/25/2008 02:31, refers to #16

Perhaps a bar on the HUD to indicate capturing would be helpful too.

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#18: Re: RouletteRegen?

by yoopers on 01/25/2008 02:55, refers to #15

That's brilliant! It would create an incentive for players to explore the map regularly throughout the match, which would cut camping down to a more reasonable level or at least present opportunities for an overwhelmed team.

Philosophically speaking, it also seems to fit well with the frenetic nature of Sauerbraten to have ever-changing flags. :]

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#19: Re: another suggestion..

by SheeEttin on 01/25/2008 05:58, refers to #16

I am fully in favor of a visual indicator of the capture radius. A little particles 4 291 with the appropriate radius would be fine. (Part of the base entity or not, who knows?)
Or maybe just a bit of texturing/geometry under the base.

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#20: Re: another suggestion..

by demosthenes on 01/25/2008 07:43, refers to #19

Particles 4 291 60 546, actually. :) Proper radius and a color (2-2-2) that is noticeable. If the height could be reduced to that of the actual height of the base volume, that would work very well.

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